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Session Name:

Do You Copy? Dialog System and Tools in 'Firewatch'


How to manage the complexity and data flows of conversations when...Osbourne...? The player can interrupt at any time. William and Patrick will discuss the logic, tools, and workflow behind the dialog system used on 'Firewatch'. From its beginnings as an interrupt heavy bark system, to the long, restarting, conversations they shipped, they will go over what worked and what didn't as they built the system and the game around each other. They will discuss what a data driven system needs to be able to handle as it grows in complexity and scale, and how to keep your tools running well without a team dedicated to them.

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  • GDC 2017
  • William Armstrong
  • Unity Technologies
  • Patrick Ewing
  • Campo Santo
  • free content
  • Programming
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